示例#1
0
static void play_loop_timer(int id, float dt)
{
    float k = (fast_rotate ?
               (float) config_get_d(CONFIG_ROTATE_FAST) / 100.0f :
               (float) config_get_d(CONFIG_ROTATE_SLOW) / 100.0f);

    float r = 0.0f;

    gui_timer(id, dt);
    hud_timer(dt);

    switch (rot_get(&r))
    {
    case ROT_HOLD:
        /*
         * Cam 3 could be anything. But let's assume it's a manual cam
         * and holding down both rotation buttons freezes the camera
         * rotation.
         */
        game_set_rot(0.0f);
        game_set_cam(CAM_3);
        break;

    case ROT_ROTATE:
    case ROT_NONE:
        game_set_rot(r * k);
        game_set_cam(config_get_d(CONFIG_CAMERA));
        break;
    }

    game_step_fade(dt);

    game_server_step(dt);
    game_client_sync(demo_fp);
    game_client_blend(game_server_blend());

    switch (curr_status())
    {
    case GAME_GOAL:
        progress_stat(GAME_GOAL);
        goto_state(&st_goal);
        break;

    case GAME_FALL:
        progress_stat(GAME_FALL);
        goto_state(&st_fail);
        break;

    case GAME_TIME:
        progress_stat(GAME_TIME);
        goto_state(&st_fail);
        break;

    default:
        progress_step();
        break;
    }
}
示例#2
0
static void goal_timer(int id, float dt)
{
    if (!resume)
    {
        static float t = 0.0f;

        t += dt;

        if (time_state() < 1.f)
        {
            game_server_step(dt);
            game_client_sync(demo_fp);
            game_client_blend(game_server_blend());
        }
        else if (t > 0.05f && coins_id)
        {
            int coins = gui_value(coins_id);

            if (coins > 0)
            {
                int score = gui_value(score_id);
                int balls = gui_value(balls_id);

                gui_set_count(coins_id, coins - 1);
                gui_pulse(coins_id, 1.1f);

                gui_set_count(score_id, score + 1);
                gui_pulse(score_id, 1.1f);

                if (progress_reward_ball(score + 1))
                {
                    gui_set_count(balls_id, balls + 1);
                    gui_pulse(balls_id, 2.0f);
                    audio_play(AUD_BALL, 1.0f);
                }
            }
            t = 0.0f;
        }
    }

    gui_timer(id, dt);
}
示例#3
0
static void demo_play_timer(int id, float dt)
{
    game_step_fade(dt);
    gui_timer(id, dt);
    hud_timer(dt);

    /* Pause briefly before starting playback. */

    if (time_state() < prelude)
        return;

    if (!demo_replay_step(dt))
    {
        demo_paused = 0;
        goto_state(&st_demo_end);
    }
    else
    {
        progress_step();
        game_client_blend(demo_replay_blend());
    }
}
示例#4
0
static void title_timer(int id, float dt)
{
    static const char *demo = NULL;

    real_time += dt;

    switch (mode)
    {
    case MODE_LEVEL: /* Pan across title level. */

        if (real_time <= 20.0f)
        {
            game_client_fly(fcosf(V_PI * real_time / 20.0f));
        }
        else
        {
            game_fade(+1.0f);
            real_time = 0.0f;
            mode = MODE_LEVEL_FADE;
        }
        break;

    case MODE_LEVEL_FADE: /* Fade out.  Load demo level. */

        if (real_time > 1.0f)
        {
            if (!items)
                items = demo_dir_scan();

            if ((demo = pick_demo(items)))
            {
                demo_replay_init(demo, NULL, NULL, NULL, NULL, NULL);
                game_client_fly(0.0f);
                real_time = 0.0f;
                mode = MODE_DEMO;
            }
            else
            {
                game_fade(-1.0f);
                real_time = 0.0f;
                mode = MODE_LEVEL;
            }
        }
        break;

    case MODE_DEMO: /* Run demo. */

        if (!demo_replay_step(dt))
        {
            demo_replay_stop(0);
            game_fade(+1.0f);
            real_time = 0.0f;
            mode = MODE_DEMO_FADE;
        }
        else
            game_client_blend(demo_replay_blend());

        break;

    case MODE_DEMO_FADE: /* Fade out.  Load title level. */

        if (real_time > 1.0f)
        {
            init_title_level();

            real_time = 0.0f;
            mode = MODE_LEVEL;
        }
        break;
    }

    gui_timer(id, dt);
    game_step_fade(dt);
}